I like your idea of of leaving the force a tourqe to apply just gravity, and the using a joint as controller to apply the forces and torque .
That is the way Newton 2.0 is meant to be used because leads to modular and clean design, it is unfortunate that few peopl get teh concept.
Basically you can make several model ot aiplain each a joint and you cna just swap then at will.
and even f oen doe no work you can keep around for reference.
we used similar technique in a game I worked long time ago named Battle zone, where you can change vehicle engine on the fly and one vehicle can be convert into another.
when I proposed that design scheme people thought I was crassy bacase they were used to Object oriented in the sence of CPP where you make on class with one or two virtual function as the physic update.
The despiced the design and considered i was way over my head. It toot aroun ten years for people to realize what I meant at the time.
PJani wrote:Good work and video.

Lift induced drag.
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m_dragForce = (_k * m_liftForce*m_liftForce) / (0.5 * m_roAtSL * airVel*airVel * S * 3.14 * AR);
why do you divide the force by teh air speed?
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dMatrix chasMatrix;
dVector vel,omg;
NewtonBodyGetMatrix(GetBody0(), &chasMatrix[0][0]);
NewtonBodyGetVelocity(GetBody0(),&vel[0]);//Global velocity
NewtonBodyGetOmega(GetBody0(),&omg[0]); //Global omega
dVector absVel = vel+omg * chasMatrix.RotateVector(m_WingCOM); //absolute Wing center of mass velocity. m_WingCOM is offset from plane local 0,0,0.
your airplane stall because you are applyin teh force to a poin the is off from the center of mass.
I am assuming you are tryin to calculate some king of Aerodynamics cenet of mass tha os a funtion of teh air speed of the plain bu the expresion do no make cent to me bacuse it
calculation a velocity.
Maybe if you tell me what you wnat to do wit that exparsion, I can help more because it can no make snece of that.
In general aerodynamics forces calculate from airfoild are applyed to a center aerodynamcis center of the airfoil that varyes slightly win the shape, angle of attack and the airspeed.
you can use that idea, but to get thing stable first I woiuld make and ideal airfoil with a fix aerodynamic center.
They after I have all my compenets, I will add the effect of an aierodynamics center fo presure.
also you need to add control surfaces to make sure the net torque on the entire body add to zero, so that the plain do not stall.
this is why airplain have ailerons and rudders.